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The Librarian's Guide to Gaming:

An Online Toolkit for Building Gaming ala @your library  logo

HISTORY TOOLS AND RESOURCES BEST PRACTICES CALENDAR

 

Jack Martin, librarian"Do not game in an open, public space unless you prepare the public. Have a press release, if you or your PR department can create one. Be ready to talk to the media, and be careful what you say."

 

~Jack Martin
New York Public Library
New York, NY
 

 

System Wide Teen Gaming

New York Public Library, New York, NY

To make the case for gaming at New York Public, a large urban library serving 8,143,197 people, then Head of Teen Services Jack Martin (now Assistant Director for Young Adult Programs) presented statistics from the success of a five-branch pilot that proved increases in circulation and program attendance, articles linking gaming to literacy, and a breakdown of how gaming is more cost effective than hiring outside workshop leaders, especially over longer periods of time. A written proposal was presented it to the management council in Summer 2007, and the program was approved that fall.

The goals of the program were to bring more teens into the library, boost circulation and attendance for other programs, and to begin investigating gaming as a literacy, and how libraries can support it.

 

Running the Program

Gaming required televisions, projectors, consoles, and games. NYPL invested in Nintendo Wiis and PlayStation 3 consoles. Games included staples like Super Smash Bros. Brawl, Guitar Hero III and Dance Dance Revolution, but also Excite Truck, Tony Hawk’s Project 8, Brunswick Pro Bowling and Bully: Scholarship edition. The Epiphany branch has a broad list of game titles available.

  Excite Truck cover

Programs took place in a separate programming or community room where other library patrons wouldn’t be disturbed by the noise. Most programs were open play time, but there were several tournaments between different sites, both in person and online.

Videogames are not the be all and end all. At NYPL, teens also like playing Uno and other board games.

 

 

Literacy Connections

These gaming services and programs supported a variety of literacies. The games required players to think critically about what information they need to succeed in the game. Understanding the game and improving their skills required players to practice their reading skills both in game and online, through gaming sites and guides. Players trying to increase their game performance recognized they had a need for additional information and strategies. They searched through a variety of sources and synthesized their new knowledge with their existing experiences to create a new understanding and improve their gameplay.

Tony Hawk Project 8   This continued application of text and visual analysis and evaluation created opportunities for players to information and visual literacy skills. They evaluated if they had enough information or if they needed to seek out additional sources. Once these conclusions and strategies were worked to communicate this knowledge with both existing peer groups and new communities.

 

Marketing

Teens were the primary target audience, but there were several programs for children and adults, and families. Publicity for gaming programs appeared in the local newspaper, on the radio, on the library website, and on posters in the library and outside in the community. Over 1,000 participants attended an event in Astor Hall in the Humanities and Social Sciences Library on 42nd and 5th (the building with the lions). The event garnered a lot of publicity; the library's PR department helped by designing a logo to brand the program, "Game On."

 

Impact

Success was measured in sheer numbers and staff morale. The total number of patrons served from December 2007-June 2008 were 8,291 people at 507 events, and 71 staff were trained in using gaming equipment. Programming numbers have doubled since instituting gaming.

There was lots of enthusiasm from around the system, especially administration, and frequent requests for gaming equipment from branches that did not receive it in the first rollout.

Gaming outreach is now going beyond the teen audience – the library is bringing their Wii to hospitals and senior centers.

 

Funding ~600,000.00

Funding came from the city budget. We allocated nearly $300,000 for the initial package, then added around another $300,000 for additional circulating games.

Game Materials: $60,000 (for 18 sites)

Support Materials: $450.00

A/V equipment:
$10,000.00

Prizes: $100.00

 

Resources

For more information, contact Jack Martin at hjmartin@nypl.org.

NYPL Gaming Proposal

Game List from Epiphany Branch library

Interview with Jack Martin. Games in Libraries. Episode 9. December 9, 2008.

Kelly, Tina. “Sssh! Free Video Games At the Library.” New York Times. March 21, 2008.

Schiesel, Seth. “Taking Play Seriously at the Public Library With Young Video Gamers.” New York Times. March 22, 2008.

Check out teens talking about gaming at the Jefferson Market Branch Library on iTunes. Just search NYPL and then click on Jefferson Market.



HISTORY TOOLS AND RESOURCES BEST PRACTICES
  That Was Then: A brief history of gaming in libraries.

This Is Now:
A snapshot of gaming in libraries today.


 

Talking Points: Connecting games & literacy.

Evaluation:
Tools to measure your success.


  First Steps:
Easy, low-cost models for beginners

Next Steps:
Models large in scope and scale.

Gaming @ your library is an initiative of the American Library Association.
This initiative is generously funded by the Verizon Foundation